#In Defense of the Humble Oiler (It's good but not THAT good)

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serene peak
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I think the common sentiment among the community is that the Oiler is the number 1 item in the game. There's a handful of threads suggesting either to reduce the number of oilers in the game, provide some way to make damage permanent, or to just remove oilers from the game entirely. I want to make a controversial argument that oilers actually aren't the boogeymen we think they are (I personally think the firework takes that title).

First, let's consider exactly what an oiler does: It restores one protection gear, very simple. I think to most magicians this equates to removing all the progress of the chase that resulted in that gear being removed. However, I think this is a fallacy. An oiler can remove the damage you sustained, but it can't:

  • Give back a key that was stolen
  • Remove a card that was placed on you
  • Give back the time you wasted in a cage (or the charge you spent getting out)
  • Get you back to a higher floor (After being chucked down)

These are all things that fireworks can effectively do on top of a sizeable stun, when used in the optimal situation (Saving a bunny from a magician's grab). In return for all of the benefits above, the firework has the following downsides:

  • It requires a second bunny's teamwork (to save the first one)
  • It can miss/be dodged
  • You can continue to chase down the bunny that stunned you

It also has the added utility of destroying impostors and stunning ticket. I think in practice, most of the time I would rather have a firework than an oiler.

But that's only half of the discussion. I think there's a specific mindset in the community that is the reason Oilers are so hated, which is carried over from the asym genre as a whole:

I can't win against all these bunnies at once. I have to kill some so I have enough breathing room to handle the rest

I do not mean to suggest that this is a false mindset; it's probably true with the current 1v5 design, but I do think it is an unhealthy design philosophy, and it will eventually spawn a tunneling meta, and once the common strategy focuses on removing one player from the game, it's very hard for the metagame to become about anything else.

To me, the best design of this game will focus on overall stalling out the bunnies by time limit, and the protection cogs don't serve as a primary win condition for the Magician but rather a safeguard against incredibly risky plays, to stop a bunny team from just charging mindlessly at each objective with no regard for their own safety. If we look at the design from that perspective, it becomes clear that Oilers are specifically designed to encourage this approach, since its best use is to support bunnies who are close to death and prevent tunneling, but should not be so numerous that it allows an entire team to mindlessly charge (keyword should).

That's why, at the end of the day, I think Oilers are a totally fine design in the game; they are strong but do not break the fundamental idea of the game's back-and-forth gameplay, and they aren't even the most problematic item in my opinion. I hope that this helps you keep perspective when you've gone 15 chases without a kill, and I hope I'm right that the game will continue to move in a direction that prevents the trap of relying on early kills to even the playing field.

bold bone
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so im not fully disagreeing with you here but there's a few things id like to point out

1 when comparing a firework save vs a oil you often have to keep in mind keys aren't that hard to get as bunny and with rng magi often doesn't need that many especially vs 5 stacks also cages and cards are already pretty rare as it is with current wiggle time
2 fireworks have many other uses and this makes them a much better designed item because its not just locked into one thing it has options witch makes it less likely that every firework goes right into your face
3 while there isnt a lot of counterplay you could argue there is counterplay to fireworks and a certain level of skill (having to both be near magi while not in danger of getting caught yourself) while oiler is just free drop to your teammate
4 there is feedback with a firework while oil is a silent thing while it feels bad to get denied a hit it feels even worse to grab someone only to relies what should have been a kill is now a bunny at 2 gears suddenly

serene peak
# bold bone so im not fully disagreeing with you here but there's a few things id like to po...

I think you're onto something with points 1 and 3, however I think the extra utility of fireworks just makes it even stronger than if it were a stun-only tool. With so many items in the game, I think the designers wanted a focus on more items with more narrow uses, instead of the silver bullet the fireworks are. I also think despite the utility that the firework is used best when saving.

Additionally, I simply disagree with point 4; it feels way worse to me when I get stunned out of a grab than if I notice a heal; if I even bother to notice the heal. But probably that's because I have that timer-oriented mindset rather than the kill-oriented one.

bold bone
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i generally like to go for kills mostly because i think A if im going to win might as well not drag the game out for 30mins and B ripping a bunny in half is a great dopamine rush but i do 100% agree with you i dont think oilier are really that bad i think the real mastermind here is RNG as i only think oil is a issue when like 5+ are used in one match